25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
262 lines
8.4 KiB
C++
262 lines
8.4 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE examples.
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Copyright (c) 2020 - Raw Material Software Limited
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
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WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
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PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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/*******************************************************************************
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The block below describes the properties of this PIP. A PIP is a short snippet
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of code that can be read by the Projucer and used to generate a JUCE project.
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BEGIN_JUCE_PIP_METADATA
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name: OpenGLDemo2D
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version: 1.0.0
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vendor: JUCE
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website: http://juce.com
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description: Simple 2D OpenGL application.
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dependencies: juce_core, juce_data_structures, juce_events, juce_graphics,
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juce_gui_basics, juce_gui_extra, juce_opengl
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exporters: xcode_mac, vs2019, linux_make, androidstudio, xcode_iphone
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moduleFlags: JUCE_STRICT_REFCOUNTEDPOINTER=1
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type: Component
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mainClass: OpenGLDemo2D
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useLocalCopy: 1
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END_JUCE_PIP_METADATA
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*******************************************************************************/
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#pragma once
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#include "../Assets/DemoUtilities.h"
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//==============================================================================
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class OpenGLDemo2D : public Component,
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private CodeDocument::Listener,
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private Timer
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{
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public:
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OpenGLDemo2D()
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{
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setOpaque (true);
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if (auto* peer = getPeer())
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peer->setCurrentRenderingEngine (0);
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openGLContext.attachTo (*getTopLevelComponent());
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addAndMakeVisible (statusLabel);
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statusLabel.setJustificationType (Justification::topLeft);
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statusLabel.setFont (Font (14.0f));
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auto presets = getPresets();
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for (int i = 0; i < presets.size(); ++i)
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presetBox.addItem (presets[i].name, i + 1);
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addAndMakeVisible (presetLabel);
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presetLabel.attachToComponent (&presetBox, true);
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addAndMakeVisible (presetBox);
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presetBox.onChange = [this] { selectPreset (presetBox.getSelectedItemIndex()); };
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fragmentEditorComp.setOpaque (false);
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fragmentDocument.addListener (this);
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addAndMakeVisible (fragmentEditorComp);
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presetBox.setSelectedItemIndex (0);
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setSize (500, 500);
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}
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~OpenGLDemo2D() override
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{
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openGLContext.detach();
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shader.reset();
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}
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void paint (Graphics& g) override
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{
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g.fillCheckerBoard (getLocalBounds().toFloat(), 48.0f, 48.0f, Colours::lightgrey, Colours::white);
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if (shader.get() == nullptr || shader->getFragmentShaderCode() != fragmentCode)
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{
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shader.reset();
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if (fragmentCode.isNotEmpty())
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{
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shader.reset (new OpenGLGraphicsContextCustomShader (fragmentCode));
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auto result = shader->checkCompilation (g.getInternalContext());
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if (result.failed())
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{
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statusLabel.setText (result.getErrorMessage(), dontSendNotification);
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shader.reset();
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}
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}
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}
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if (shader.get() != nullptr)
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{
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statusLabel.setText ({}, dontSendNotification);
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shader->fillRect (g.getInternalContext(), getLocalBounds());
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}
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}
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void resized() override
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{
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auto area = getLocalBounds().reduced (4);
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statusLabel.setBounds (area.removeFromTop (75));
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area.removeFromTop (area.getHeight() / 2);
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auto presets = area.removeFromTop (25);
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presets.removeFromLeft (100);
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presetBox.setBounds (presets.removeFromLeft (150));
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area.removeFromTop (4);
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fragmentEditorComp.setBounds (area);
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}
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void selectPreset (int preset)
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{
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fragmentDocument.replaceAllContent (getPresets()[preset].fragmentShader);
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startTimer (1);
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}
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std::unique_ptr<OpenGLGraphicsContextCustomShader> shader;
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Label statusLabel, presetLabel { {}, "Shader Preset:" };
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ComboBox presetBox;
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CodeDocument fragmentDocument;
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CodeEditorComponent fragmentEditorComp { fragmentDocument, nullptr };
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String fragmentCode;
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private:
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OpenGLContext openGLContext;
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enum { shaderLinkDelay = 500 };
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void codeDocumentTextInserted (const String& /*newText*/, int /*insertIndex*/) override
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{
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startTimer (shaderLinkDelay);
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}
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void codeDocumentTextDeleted (int /*startIndex*/, int /*endIndex*/) override
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{
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startTimer (shaderLinkDelay);
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}
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void timerCallback() override
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{
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stopTimer();
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fragmentCode = fragmentDocument.getAllContent();
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repaint();
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}
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struct ShaderPreset
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{
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const char* name;
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const char* fragmentShader;
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};
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static Array<ShaderPreset> getPresets()
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{
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#define SHADER_2DDEMO_HEADER \
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"/* This demo shows the use of the OpenGLGraphicsContextCustomShader,\n" \
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" which allows a 2D area to be filled using a GL shader program.\n" \
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"\n" \
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" Edit the shader program below and it will be \n" \
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" recompiled in real-time!\n" \
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"*/\n\n"
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ShaderPreset presets[] =
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{
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{
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"Simple Gradient",
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SHADER_2DDEMO_HEADER
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"void main()\n"
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"{\n"
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" " JUCE_MEDIUMP " vec4 colour1 = vec4 (1.0, 0.4, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.0, 0.8, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " float alpha = pixelPos.x / 1000.0;\n"
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" gl_FragColor = pixelAlpha * mix (colour1, colour2, alpha);\n"
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"}\n"
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},
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{
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"Circular Gradient",
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SHADER_2DDEMO_HEADER
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"void main()\n"
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"{\n"
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" " JUCE_MEDIUMP " vec4 colour1 = vec4 (1.0, 0.4, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.3, 0.4, 0.4, 1.0);\n"
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" " JUCE_MEDIUMP " float alpha = distance (pixelPos, vec2 (600.0, 500.0)) / 400.0;\n"
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" gl_FragColor = pixelAlpha * mix (colour1, colour2, alpha);\n"
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"}\n"
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},
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{
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"Circle",
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SHADER_2DDEMO_HEADER
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"void main()\n"
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"{\n"
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" " JUCE_MEDIUMP " vec4 colour1 = vec4 (0.1, 0.1, 0.9, 1.0);\n"
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" " JUCE_MEDIUMP " vec4 colour2 = vec4 (0.0, 0.8, 0.6, 1.0);\n"
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" " JUCE_MEDIUMP " float distance = distance (pixelPos, vec2 (600.0, 500.0));\n"
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"\n"
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" " JUCE_MEDIUMP " float innerRadius = 200.0;\n"
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" " JUCE_MEDIUMP " float outerRadius = 210.0;\n"
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"\n"
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" if (distance < innerRadius)\n"
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" gl_FragColor = colour1;\n"
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" else if (distance > outerRadius)\n"
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" gl_FragColor = colour2;\n"
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" else\n"
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" gl_FragColor = mix (colour1, colour2, (distance - innerRadius) / (outerRadius - innerRadius));\n"
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"\n"
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" gl_FragColor *= pixelAlpha;\n"
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"}\n"
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},
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{
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"Solid Colour",
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SHADER_2DDEMO_HEADER
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4 (1.0, 0.6, 0.1, pixelAlpha);\n"
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"}\n"
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}
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};
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return Array<ShaderPreset> (presets, numElementsInArray (presets));
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}
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLDemo2D)
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};
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